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Thread: CPS1PSP WIP News And Cache Convertor Source Code Released

                  
   
  1. #31
    DCEmu Old Pro Baboon's Avatar
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    Quote Originally Posted by pkmaximum
    This is great, but is he talking about ad hoc emulation for his CPS-1, or CPS-2. Because I wouldn't mind iether but I'm just curious to find out wich one he is going to implement it for.

    To be honest it would be class if he implements two player mode in any one of his emus (CPS1+2, CDZ, or NGE).

    I'm hoping he's talking about CPS2 though... xmen vs SF 2-player? ...yes please!

  2. #32
    DCEmu Old Pro pkmaximum's Avatar
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    Welll I completeley agree, but I figured in that WIP he was talking about CPS emulation, and not NEO GEO, or NEO GEO CD. As he announced a while back that he would be stopping that project for a while, due to other works, and then thats when the CPS-1 emulator came out. But that wip that was just posted I thougth was based on the CPS emulators, and no other, that is why I said that it would be nice to have ad hoc on iether system, I'm just curious on wich one it will be.

    And yes I agree ad hoc on any emulator that is ever made for the PSP in my opinion is a really great thing to do. To think that game gear and SMS was the first emulator that we actually got to play ad hoc emulation on. =P Then it was Sega Genesis, then Super Nintendo, Then NES. Hopefully all emulators eventually will reach the point were they have the multiplayer hardware of the system emulated, and we can do ad hoc emulation.

  3. #33
    DCEmu Newbie neosan's Avatar
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    Does the GP2X have a better platform for homebrew emulators such as CPS and NeoGeo? Just wondering...

  4. #34
    DCEmu Old Pro pkmaximum's Avatar
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    Probaly as the duell core would be great for creating cache files and such. But the CPS-2 emulators, NEO GEO, CPS-1, NEO GEO CD. Are so good right now on the PSP. That people aren't really even concerened about getting it faster =D That is how great it is right now.

    But to completeley answer your question=Yes Most liekley the GP2X would be much more efficient for running arcade platforms.

    P.S. Of course I have extremeley high doubts of this ever happening, but wouldn't Infastructure emulation Kick Ass =D.

    Hmmmm just watch I bet NJ will land a job with SONY, if he doesn't already have an outstanding job. Coding for them, because the work he does is certainly brilliant!

  5. #35
    DCEmu Newbie neosan's Avatar
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    I am still new the PSP emu scene, But I am huge 2d gaming nut! How has MAME progressed on the PSP, from what I am reading it looks like only the really old arcade titles work.....NJ's caching source will hopefully help move things along with MAME.

  6. #36
    DCEmu Rookie NovaKane's Avatar
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    Thumbs up Check it...

    Quote Originally Posted by neosan
    I am still new the PSP emu scene, But I am huge 2d gaming nut! How has MAME progressed on the PSP, from what I am reading it looks like only the really old arcade titles work.....NJ's caching source will hopefully help move things along with MAME.
    Well, he's not exactly doing MAME but rather emulators such as CPS1, CPS2, and NeoGeo which use MAME roms. Although the game selection is limited to choose from (depending on preference), his emulators are the best around. And since you're a 2D fan like a lot of us here, you'll have no problem finding some great games to play.

  7. #37
    Registered User Mr. Shizzy's Avatar
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    Quote Originally Posted by Acidburn05
    I just hope he thimks about doing RAINE emu

    Hell yeah !!! I second that notion.

  8. #38
    DCEmu Pro b8a's Avatar
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    Update on the situation:
    Quote Originally Posted by NJ
    Yep, it doesn't work. After incorporating it into the emulator, the emulator stops working. Since it's no good even having performed a connection test directly after launching, the cause is unknown. Initialization and exit processes work just fine, but it stops working when trying to connect to the other person.
    What I know as of right now:
    -The -G0 compile option is necessary:
    Is it alright to deactivate the data placed in the small data and small bss sections?
    If not, it doesn't run correctly on FW1.5 PSPs.
    However, when applying -G0 to the whole thing, the binary size increases and the speed drops considerably, so I'd really like to only apply it to Adhoc related source if possible.

    At the very least, the possibility of implementing AdHoc at this stage is pretty much 0%.
    No matter what I do I can't generate the proper binary.
    So, looks like it's back to no AdHoc for the time being. Maybe NJ will be kind enough to look into this again once the venerable Fanjita has worked out a proper kernel mode TIFF loader.

    I looked around a bit for info on this, and it definitely looks like WiFi has been possible in usermode on 2.00+ via the GTA loader for some time. I was looking for a definitive answer about whether it was reliable or not, but couldn't find any info that went too much into the details.

    If any coder has experience linking the disparate PSP firmwares and could shed some light on this situation, I'm sure NJ would be very grateful.

  9. #39
    DCEmu Pro b8a's Avatar
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    NJ figured out the problem...
    Quote Originally Posted by NJ
    I discovered one spot that was causing problems. I'd allocated 12x12 const int sections in the frame skip table, and it appears as though this causes the problem.
    By changing these to const unsigned char, it starts to work... I don't get it.

    It now works. The problem is as written above, but I'm at a complete loss as to why the problem occurs. Then the issue was whether or not it would actually communicate in-game. Well, since it only runs at 222MHz, I doubt it will be very playable.

    I tested it on the comparatively light CPS2 Street Fighter Zero.
    Yep, it's too slow and doesn't make for a good game (ha ha)
    It only achieves about 30fps at best. It would be just fine if it was running at 333MHz however.
    Also, I while the cause is unknown, the cache data is corrupted on the server side and the characters don't display correctly. Well, I'll leave the source code around, but I've decided not to implement it into the official version.

  10. #40
    DCEmu Old Pro pkmaximum's Avatar
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    Wow b8a you had me going when I read the post before that XD. Glad to see he is in the process of getting the ad hoc working. I don't completely understand why he can't achieve 333mhz while doing this though =[

    But by reading this it seems though that he only has plans for CPS-1.

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